﻿// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'

Shader "Custom/DiffusePixel"
{
    Properties
	{
		_Diffuse("DifuseColor",Color) = (1,1,1,1)
	}
	SubShader
	{
		Pass
		{
			Tags
			{
				"LightMode" = "ForwardBase"
			}
		CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag 
			#include "Lighting.cginc"

			fixed4 _Diffuse;
			struct a2v
			{
				float4 vertex:POSITION;
				float3 normal:NORMAL;
			};
			struct v2f
			{
				float4 pos:SV_POSITION;
				float3 worldNormal:TEXCOORD0;
			};
			v2f vert(a2v v)
			{
				v2f o;
				o.pos = UnityObjectToClipPos(v.vertex);
				o.worldNormal = mul(v.normal, (float3x3)unity_WorldToObject);
				return o;
			}

			fixed4 frag(v2f i):SV_TARGET
			{
				fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;

				fixed3 worldNormal = normalize(i.worldNormal);
				fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz);
				fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * saturate(dot(worldNormal, worldLightDir));
				fixed3 color = ambient + diffuse;
				return fixed4(color, 1.0);
			}
				ENDCG
		}
	}
}
